This statistical data will be output to the console once per second showing average time (in milliseconds) required to execute the specific routine(s). Useful for debugging purposes only. It is recommended to leave it disabled.

To enable set it to a value different than 0. Disabled by default.

#define CC_ENABLE_SCRIPT_BINDING 1

Use physics integration API.

Enable Script binding

var CC_ENABLE_SCRIPT_BINDING 1

Use physics integration API.

Enable Script binding

local CC_ENABLE_SCRIPT_BINDING 1

Use physics integration API.

Enable Script binding

#define CC_ENABLE_STACKABLE_ACTIONS 1

If enabled, actions that alter the position property (eg: MoveBy, JumpBy, BezierBy, etc..) will be stacked.

If you run 2 or more 'position' actions at the same time on a node, then end position will be the sum of all the positions. If disabled, only the last run action will take effect.

Enabled by default. Disable to be compatible with v2.0 and older versions.

Since

v2.1

var CC_ENABLE_STACKABLE_ACTIONS 1

If enabled, actions that alter the position property (eg: MoveBy, JumpBy, BezierBy, etc..) will be stacked.

If you run 2 or more 'position' actions at the same time on a node, then end position will be the sum of all the positions. If disabled, only the last run action will take effect.

Enabled by default. Disable to be compatible with v2.0 and older versions.

Since

v2.1

#define
CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL 0

If enabled, the texture coordinates will be calculated by using this formula:

If enabled, all subclasses of Sprite that are rendered using an SpriteBatchNode draw a bounding box.

Useful for debugging purposes only. It is recommended to leave it disabled.

To enable set it to a value different than 0. Disabled by default.

#define
CC_SPRITEBATCHNODE_RENDER_SUBPIXEL 1

If enabled, the Sprite objects rendered with SpriteBatchNode will be able to render in subpixels.

If disabled, integer pixels will be used.

To enable set it to 1. Enabled by default.

var
CC_SPRITEBATCHNODE_RENDER_SUBPIXEL 1

If enabled, the Sprite objects rendered with SpriteBatchNode will be able to render in subpixels.

If disabled, integer pixels will be used.

To enable set it to 1. Enabled by default.

local
CC_SPRITEBATCHNODE_RENDER_SUBPIXEL 1

If enabled, the Sprite objects rendered with SpriteBatchNode will be able to render in subpixels.

If disabled, integer pixels will be used.

To enable set it to 1. Enabled by default.

#define CC_TEXTURE_ATLAS_USE_VAO 1

By default, TextureAtlas (used by many cocos2d classes) will use VAO (Vertex Array Objects).

Apple recommends its usage but they might consume a lot of memory, specially if you use many of them. So for certain cases, where you might need hundreds of VAO objects, it might be a good idea to disable it.

To disable it set it to 0. Enabled by default.

var CC_TEXTURE_ATLAS_USE_VAO 1

By default, TextureAtlas (used by many cocos2d classes) will use VAO (Vertex Array Objects).

Apple recommends its usage but they might consume a lot of memory, specially if you use many of them. So for certain cases, where you might need hundreds of VAO objects, it might be a good idea to disable it.

To disable it set it to 0. Enabled by default.

local CC_TEXTURE_ATLAS_USE_VAO 1

By default, TextureAtlas (used by many cocos2d classes) will use VAO (Vertex Array Objects).

Apple recommends its usage but they might consume a lot of memory, specially if you use many of them. So for certain cases, where you might need hundreds of VAO objects, it might be a good idea to disable it.

To disable it set it to 0. Enabled by default.

#define CC_USE_LA88_LABELS 1

If enabled, it will use LA88 (Luminance Alpha 16-bit textures) for LabelTTF objects.

If it is disabled, it will use A8 (Alpha 8-bit textures). LA88 textures are 6% faster than A8 textures, but they will consume 2x memory.